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Author Topic: [SUGGESTIONS] for DFhack plugins  (Read 143326 times)

narhiril

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #300 on: August 28, 2013, 01:55:53 pm »

EDIT: Oh, and a random thing: I made my own version of slayrace magma which spawns water. That causes cave-ins and insta-kills on all cold maps. Was quite funny to watch ice boulders fall from the sky.

Now if only I could make it rain ice boulders with a reaction...
« Last Edit: August 28, 2013, 01:57:39 pm by narhiril »
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Meph

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #301 on: August 28, 2013, 02:08:23 pm »

If its cold and you have my waterlings outside, you can. Otherwise it just rains liquid water. If its not cold enough for ice, it wont work.
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Quarterblue

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #302 on: September 08, 2013, 12:18:25 pm »

Suggestion: make invaders able to be assigned jobs - for instance, to make them build siege engines.
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Hague

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #303 on: September 13, 2013, 01:00:56 am »

Could you make a plugin that periodically reverts wear on any cloth items made of thread metal? (the obvious being candy) Seems simple enough, and fixes a logical error that limits a potential use for the best material. Something about having the end-all of game development be a set of clothes that never wears out. Candy thread robes and hoods for all your dwarves.
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Putnam

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #304 on: September 13, 2013, 01:01:48 am »

You could even make a plugin that reverts wear on thread metal as it happens.

Hague

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #305 on: September 14, 2013, 02:33:17 am »

How about custom reactions that can only be used in certain seasons or during certain months?

How about civilization workshop availability related to spheres their deities/powers/whatever. So if a human civilization worships a fire god you could mod in a fire god altar, and it would be accessible by dwarves as well if any of their civilization's deities have fire as one of their spheres.

Not sure, but is it possible to heal dwarves with reactions?

You could combine the concept and make holy months/seasons where special reactions are available to represent sacrificial rites. So for instance a mountain god has a festival in Granite and you can sacrifice a buncha raw stone for a mist of some permanent beneficial syndrome.

If you can heal with reactions you can make faith healing. Perhaps a purity god can cleanse infections. A god of rage or war could grant temporary [NOFEAR]. Gods of Madness grant temporary CRAZED status but a large but temporary bonus to talents and skills related to art and artwork. So you have the lock the madmen away to work on their art or they'll slaughter everyone.

« Last Edit: September 14, 2013, 02:37:34 am by Hague »
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Putnam

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #306 on: September 14, 2013, 02:39:03 am »

1. Yeah, should be possible.
2. Yeah, should be possible.
3. There's already a heal script lying around, so yeah.

expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #307 on: September 14, 2013, 04:45:08 pm »

How about custom reactions that can only be used in certain seasons or during certain months?

You could certainly make a reaction that refunds its components if run in an incorrect season using scripts and a few dfhack plugin interfaces. You could probably enable/disable them in the desired months if you tried hard enough.

How about civilization workshop availability related to spheres their deities/powers/whatever. So if a human civilization worships a fire god you could mod in a fire god altar, and it would be accessible by dwarves as well if any of their civilization's deities have fire as one of their spheres.

Same as above.

Not sure, but is it possible to heal dwarves with reactions?

Already possible and already done. Transform them into something for one tick then transform them back. Combine with autoSyndrome for extra reliability.
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Meph

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #308 on: September 15, 2013, 01:35:55 am »

Ok, here the list that accumulated while modding:

#1. Portal-Building, transports worker from building A to building B. Not pathfinding/AI related.
#2. Make reactions/buildings require mechanical power.
#3. Rotate workshops, just like you can change orientation of siege-engines.
#4. Aboveground or Belowground buildings.
#5. Liquid-Spawner, if reaction is run, Water/Magma is spawned, just like a Screwpump, but without input.
#6. A notification for the player if a civ-member is starving or dehydrated.
#7. Animaltraining. Add +1 to a selected skill on a pet pastured on a workshop. "Train dog" adds 1 skill of biting to all pastured dogs for example. Done.
#8. Unmake a creature, it disappears without causing bad thoughts. Used to simulate a migrant leaving the fort.
#9. Engrave slabs before the units death, to honor even living soldiers.
#10. Good/evil biomes for caverns. For plants, grasses, trees and creatures.
#11. UI before embark that asks the player: How many embark points and how many dwarves would you like?
#12. Custom gods/pantheon, e.g. Putnam, finish the stuff you started. :P
 #13. Start/Stop custom rains by reaction, for example "it rains elf blood" in any biome.
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PeridexisErrant

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #309 on: September 15, 2013, 02:28:46 am »

Request - lua scripts to export everything from legends mode, and process those exports

I've tried and failed to get anything usable. 

Edit:  It would also be nice to get a script that could export all the site maps before the next release of DF - at the moment it's only hamlets, but with more and varied sites around this would become a lot more valuable.  It would also tie into a more advanced suite of legends-mode hacks, if that ever comes together. 
« Last Edit: September 19, 2013, 08:18:27 pm by PeridexisErrant »
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ab9rf

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #310 on: September 20, 2013, 08:14:25 am »

Edit:  It would also be nice to get a script that could export all the site maps before the next release of DF - at the moment it's only hamlets, but with more and varied sites around this would become a lot more valuable.  It would also tie into a more advanced suite of legends-mode hacks, if that ever comes together.
You do realize that we're going to potentially rewrite nearly everything when the next release comes out.  We've no idea what all will be changed in the next release.  Code we write to deal with sites in the current version is fairly unlikely to work with the next version without being substantially reworked.
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Button

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #311 on: September 27, 2013, 04:36:34 pm »

Something to help with worldgen crashes. I've lost at least 24 hours to worldgens that ultimately crashed  in the last year.
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Mohreb el Yasim

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #312 on: October 19, 2013, 04:45:45 pm »

i think it might already exist (i remember having seen it but can not find it):
Is it possible to make a workshop reaction that transform a creature (the one doing the job and only him/her) to an other cast inside the same race?
if it is already possible excuse me to post it here, and share me where it was discussed ...
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expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #313 on: October 19, 2013, 04:52:22 pm »

You can use a boiling rock syndrome with a transformation effect. If you combine it with autoSyndrome, you can make it more reliably affect the unit that you want and only that unit. If you combine it with trueTransformation, the resulting unit will not be untransformable.
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Mohreb el Yasim

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #314 on: October 19, 2013, 05:14:47 pm »

ah yes that is the trueTransformation i was looking for, but yep i fear i'll need to use syndromes (i want only one creature to be affected for sure ... migth not be possible to restrain in this case)
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Mohreb el Yasim


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